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cl_pred.c
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/*
Copyright (C) 1996-1997 Id Software, Inc.
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
#include "quakedef.h"
#include "pmove.h"
#include "cl_tent.h"
#include "qsound.h"
#include "client.h"
cvar_t cl_nopred = {"cl_nopred", "0"};
cvar_t cl_nopred_weapon = { "cl_nopred_weapon", "0" };
cvar_t cl_predict_weaponsound = { "cl_predict_weaponsound", "1" };
cvar_t cl_predict_smoothview = { "cl_predict_smoothview", "1" };
cvar_t cl_predict_beam = { "cl_predict_beam", "1" };
cvar_t cl_predict_projectiles = { "cl_predict_projectiles", "0" };
cvar_t cl_predict_jump = { "cl_predict_jump", "0" };
cvar_t cl_predict_buffer = { "cl_predict_buffer", "1" };
extern cvar_t cl_independentPhysics;
#ifdef JSS_CAM
cvar_t cam_thirdperson = {"cam_thirdperson", "0"};
cvar_t cam_dist = {"cam_dist", "100"};
cvar_t cam_lockdir = {"cam_lockdir", "0"};
cvar_t cam_lockpos = {"cam_lockpos", "0"};
static vec3_t saved_angles;
qbool clpred_newpos = false;
#endif
prediction_event_fakeproj_t *p_event_fakeproj;
prediction_event_sound_t *p_event_sound;
sfx_t *cl_sfx_jump, *cl_sfx_ax1, *cl_sfx_axhit1, *cl_sfx_sg, *cl_sfx_ssg, *cl_sfx_ng, *cl_sfx_sng, *cl_sfx_gl, *cl_sfx_rl, *cl_sfx_lg, *cl_sfx_lghit, *cl_sfx_coil, *cl_sfx_hook;
extern cvar_t cl_nopred;
extern cvar_t cl_nopred_weapon;
extern cvar_t cl_predict_weaponsound;
extern cvar_t cl_predict_smoothview;
extern cvar_t cl_predict_beam;
extern cvar_t cl_predict_jump;
extern cvar_t cl_predict_buffer;
static qbool nolerp[2];
static qbool nolerp_nextpos;
void CL_InitWepSounds(void)
{
cl_sfx_jump = S_PrecacheSound("player/plyrjmp8.wav");
cl_sfx_ax1 = S_PrecacheSound("weapons/ax1.wav");
cl_sfx_axhit1 = S_PrecacheSound("player/axhit2.wav");
cl_sfx_sg = S_PrecacheSound("weapons/guncock.wav");
cl_sfx_ssg = S_PrecacheSound("weapons/shotgn2.wav");
cl_sfx_ng = S_PrecacheSound("weapons/rocket1i.wav");
cl_sfx_sng = S_PrecacheSound("weapons/spike2.wav");
cl_sfx_gl = S_PrecacheSound("weapons/grenade.wav");
cl_sfx_rl = S_PrecacheSound("weapons/sgun1.wav");
cl_sfx_lg = S_PrecacheSound("weapons/lstart.wav");
cl_sfx_lghit = S_PrecacheSound("weapons/lhit.wav");
cl_sfx_coil = S_PrecacheSound("weapons/coilgun.wav");
cl_sfx_hook = S_PrecacheSound("weapons/chain1.wav");
}
void CL_PredictUsercmd (player_state_t *from, player_state_t *to, usercmd_t *u, int local) {
// split up very long moves
if (u->msec > 50) {
player_state_t temp;
usercmd_t split;
split = *u;
split.msec /= 2;
CL_PredictUsercmd (from, &temp, &split, local);
CL_PredictUsercmd (&temp, to, &split, local);
return;
}
VectorCopy (from->origin, pmove.origin);
VectorCopy (u->angles, pmove.angles);
VectorCopy (from->velocity, pmove.velocity);
// We only care about these values for our local player
if (local)
{
pmove.client_time = from->client_time;
pmove.attack_finished = from->attack_finished;
pmove.client_nextthink = from->client_nextthink;
pmove.client_thinkindex = from->client_thinkindex;
pmove.client_ping = from->client_ping;
pmove.client_predflags = from->client_predflags;
pmove.ammo_shells = from->ammo_shells;
pmove.ammo_nails = from->ammo_nails;
pmove.ammo_rockets = from->ammo_rockets;
pmove.ammo_cells = from->ammo_cells;
pmove.weapon_index = from->weapon_index;
pmove.weaponframe = from->weaponframe;
pmove.weapon = from->weapon;
pmove.items = from->items;
pmove.impulse = from->impulse;
}
pmove.jump_msec = (cl.z_ext & Z_EXT_PM_TYPE) ? 0 : from->jump_msec;
pmove.jump_held = from->jump_held;
pmove.waterjumptime = from->waterjumptime;
pmove.pm_type = from->pm_type;
pmove.onground = from->onground;
pmove.cmd = *u;
#ifdef JSS_CAM
if (cam_lockdir.value) {
VectorCopy (saved_angles, pmove.cmd.angles);
VectorCopy (saved_angles, pmove.angles);
}
else
VectorCopy (pmove.cmd.angles, saved_angles);
#endif
movevars.entgravity = cl.entgravity;
movevars.maxspeed = cl.maxspeed;
movevars.bunnyspeedcap = cl.bunnyspeedcap;
PM_PlayerMove();
if (local)
{
if (!pmove_nopred_weapon && cls.mvdprotocolextensions1 & MVD_PEXT1_WEAPONPREDICTION)
PM_PlayerWeapon();
else
pmove.impulse = 0;
to->client_time = pmove.client_time;
to->attack_finished = pmove.attack_finished;
to->client_nextthink = pmove.client_nextthink;
to->client_thinkindex = pmove.client_thinkindex;
to->client_ping = from->client_ping;
to->client_predflags = from->client_predflags;
to->ammo_shells = pmove.ammo_shells;
to->ammo_nails = pmove.ammo_nails;
to->ammo_rockets = pmove.ammo_rockets;
to->ammo_cells = pmove.ammo_cells;
to->weapon_index = pmove.weapon_index;
to->weaponframe = pmove.weaponframe;
to->weapon = pmove.weapon;
to->items = pmove.items;
to->impulse = pmove.impulse;
}
to->waterjumptime = pmove.waterjumptime;
to->pm_type = pmove.pm_type;
to->jump_held = pmove.jump_held;
to->jump_msec = pmove.jump_msec;
pmove.jump_msec = 0;
VectorCopy (pmove.origin, to->origin);
VectorCopy (pmove.angles, to->viewangles);
VectorCopy (pmove.velocity, to->velocity);
to->onground = pmove.onground;
}
//Used when cl_nopred is 1 to determine whether we are on ground, otherwise stepup smoothing code produces ugly jump physics
void CL_CategorizePosition (void) {
if (cl.spectator && cl.playernum == cl.viewplayernum) {
cl.onground = false; // in air
return;
}
VectorClear (pmove.velocity);
VectorCopy (cl.simorg, pmove.origin);
pmove.numtouch = 0;
PM_CategorizePosition ();
cl.onground = pmove.onground;
}
//Smooth out stair step ups.
//Called before CL_EmitEntities so that the player's lightning model origin is updated properly
void CL_CalcCrouch (void)
{
qbool teleported;
static vec3_t oldorigin = {0, 0, 0};
static float oldz = 0, extracrouch = 0, crouchspeed = 100;
teleported = nolerp[0] || !VectorL2Compare(cl.simorg, oldorigin, 48);
VectorCopy(cl.simorg, oldorigin);
if (teleported) {
// possibly teleported or respawned
oldz = cl.simorg[2];
extracrouch = 0;
crouchspeed = 100;
cl.crouch = 0;
return;
}
if (cl.onground && cl.simorg[2] - oldz > 0) {
if (cl.simorg[2] - oldz > 20) {
// if on steep stairs, increase speed
if (crouchspeed < 160) {
extracrouch = cl.simorg[2] - oldz - cls.frametime * 200 - 15;
extracrouch = min(extracrouch, 5);
}
crouchspeed = 160;
}
oldz += cls.frametime * crouchspeed;
if (oldz > cl.simorg[2])
oldz = cl.simorg[2];
if (cl.simorg[2] - oldz > 15 + extracrouch)
oldz = cl.simorg[2] - 15 - extracrouch;
extracrouch -= cls.frametime * 200;
extracrouch = max(extracrouch, 0);
cl.crouch = oldz - cl.simorg[2];
}
else {
// in air or moving down
oldz = cl.simorg[2];
cl.crouch += cls.frametime * 150;
if (cl.crouch > 0)
cl.crouch = 0;
crouchspeed = 100;
extracrouch = 0;
}
}
void CL_DisableLerpMove(void)
{
nolerp[0] = nolerp[1] = nolerp_nextpos = true;
}
static void CL_LerpMove (qbool angles_lerp)
{
static int lastsequence = 0;
static vec3_t lerp_angles[3];
static vec3_t lerp_origin[3];
static double lerp_times[3];
static double demo_latency = 0.01;
float frac;
double simtime;
int i;
int from, to;
extern cvar_t cl_nolerp;
extern int cmdtime_msec;
extern double physframetime;
extern qbool cl_nolerp_on_entity_flag;
double current_time = cls.demoplayback ? cls.demotime : cls.realtime;
double current_lerp_time = cls.demoplayback ? cls.demopackettime : (cmdtime_msec * 0.001);
qbool physframe = cls.netchan.outgoing_sequence != lastsequence;
if ((cl_nolerp.value || cl_nolerp_on_entity_flag)) {
//reset
nolerp[0] = nolerp[1] = nolerp_nextpos = false;
lastsequence = ((unsigned)-1) >> 1;
return;
}
if (cls.netchan.outgoing_sequence < lastsequence)
{
// reset
lastsequence = -1;
lerp_times[0] = -1;
demo_latency = 0.01;
}
// Independent physics.
if (physframe)
{
lastsequence = cls.netchan.outgoing_sequence;
// move along
lerp_times[2] = lerp_times[1];
lerp_times[1] = lerp_times[0];
lerp_times[0] = current_lerp_time;
VectorCopy (lerp_origin[1], lerp_origin[2]);
VectorCopy (lerp_origin[0], lerp_origin[1]);
VectorCopy (cl.simorg, lerp_origin[0]);
VectorCopy (lerp_angles[1], lerp_angles[2]);
VectorCopy (lerp_angles[0], lerp_angles[1]);
VectorCopy (cl.simangles, lerp_angles[0]);
nolerp[1] = nolerp[0];
nolerp[0] = nolerp_nextpos;
nolerp_nextpos = false;
for (i = 0; i < 3; i++)
{
if (fabs(lerp_origin[0][i] - lerp_origin[1][i]) > 100)
{
break;
}
}
if (i < 3)
{
extern cvar_t cl_earlypackets;
// a teleport or something
nolerp[0] = true;
// cl.simangles will already be set, don't lerp there either
// (gives a flash of looking in wrong direction at teleport entrance)
nolerp[1] |= (cl_earlypackets.integer);
}
}
simtime = current_time - demo_latency;
// Adjust latency
if (simtime > lerp_times[0])
{
// High clamp
demo_latency = current_time - lerp_times[0];
}
else if (simtime < lerp_times[2])
{
// Low clamp
demo_latency = current_time - lerp_times[2];
}
else
{
// slowly drift down till corrected
if (physframe)
demo_latency -= min(physframetime * 0.005, 0.001);
}
// decide where to lerp from
if (simtime > lerp_times[1]) {
from = 1;
to = 0;
}
else {
from = 2;
to = 1;
}
if (nolerp[to]) {
return;
}
frac = (simtime - lerp_times[from]) / (lerp_times[to] - lerp_times[from]);
frac = bound (0, frac, 1);
if ((cl.spectator && cl.viewplayernum != cl.playernum) || angles_lerp) {
// we track someone, so lerp angles
AngleInterpolate(lerp_angles[from], frac, lerp_angles[to], cl.simangles);
}
for (i = 0; i < 3; i++) {
cl.simorg[i] = lerp_origin[from][i] + (lerp_origin[to][i] - lerp_origin[from][i]) * frac;
}
}
qbool cl_nolerp_on_entity_flag = false;
// function check_standing_on_entity(void)
// raises flag cl_nolerp_on_entity_flag if standing on entity
// and cl_nolerp_on_entity.value is 1
static void check_standing_on_entity(void)
{
extern cvar_t cl_nolerp;
extern cvar_t cl_nolerp_on_entity;
extern cvar_t cl_independentPhysics;
cl_nolerp_on_entity_flag =
(pmove.onground && pmove.groundent > 0 &&
cl_nolerp_on_entity.value &&
cl_independentPhysics.value);
}
void CL_PlayEvents(void)
{
int threshold = bound(min(cl.validsequence + 2, cls.netchan.outgoing_sequence - 1), cls.netchan.outgoing_sequence - (cl_predict_buffer.integer + 1), cls.netchan.outgoing_sequence - 1);
if (pmove.effect_frame >= threshold)
return;
player_state_t *new_state = &cl.frames[(cls.netchan.outgoing_sequence - 1)& UPDATE_MASK].playerstate[cl.playernum];
player_state_t *state = &cl.frames[(threshold) & UPDATE_MASK].playerstate[cl.playernum];
prediction_event_sound_t *s_event;
for(s_event = p_event_sound; s_event != NULL; s_event = s_event->next)
{
if (s_event->frame_num > pmove.effect_frame && s_event->frame_num <= threshold)
{
S_StartSound(cl.playernum + 1, s_event->chan, s_event->sample, pmove.origin, s_event->vol, 0);
}
}
prediction_event_fakeproj_t *p_event;
for(p_event = p_event_fakeproj; p_event != NULL; p_event = p_event->next)
{
if (p_event->frame_num > pmove.effect_frame && p_event->frame_num <= threshold)
{
player_state_t *this_state = &cl.frames[(p_event->frame_num) & UPDATE_MASK].playerstate[cl.playernum];
float ms_diff = max((new_state->state_time - this_state->state_time), 0);
if (p_event->type == IT_LIGHTNING)
{
if (pmove.client_time >= pmove.t_width)
{
pmove.t_width = pmove.client_time + (0.6);
if (!((cl_predict_weaponsound.integer == 0) || (cl_predict_weaponsound.integer & 256)))
{
S_StartSound(cl.playernum + 1, 1, cl_sfx_lghit, pmove.origin, 1, 0);
}
}
if (!cl_predict_beam.integer)
continue;
vec3_t start, end, forward;
VectorCopy(p_event->origin, start);
VectorCopy(start, end);
AngleVectors(p_event->angles, forward, NULL, NULL);
VectorScale(forward, 600, forward);
VectorAdd(end, forward, end);
trace_t hittrace = PM_TraceLine(start, end);
CL_CreateBeam(2, cl.playernum + 1, start, hittrace.endpos);
}
else
{
if (!cl_predict_projectiles.integer)
continue;
fproj_t *newmis;
switch (p_event->type)
{
case IT_NAILGUN:
newmis = CL_CreateFakeNail();
break;
case IT_SUPER_NAILGUN:
newmis = CL_CreateFakeSuperNail();
break;
case IT_GRENADE_LAUNCHER:
newmis = CL_CreateFakeGrenade();
break;
default:
newmis = CL_CreateFakeRocket();
break;
}
if (newmis == NULL)
continue;
VectorCopy(p_event->angles, newmis->angs);
VectorCopy(p_event->origin, newmis->org);
VectorCopy(p_event->origin, newmis->start);
VectorCopy(p_event->velocity, newmis->vel);
VectorCopy(p_event->avelocity, newmis->avel);
VectorMA(p_event->origin, 0.05, p_event->velocity, newmis->partorg);
newmis->parttime -= max(ms_diff + 0.013, 0);
newmis->starttime -= max(ms_diff + 0.025, 0);
newmis->endtime -= max(ms_diff - 0.013, 0);
if (p_event->type == IT_GRENADE_LAUNCHER)
{
//newmis->starttime -= ms_diff;
Fproj_Physics_Bounce(newmis, 0.02);
Fproj_Physics_Bounce(newmis, max(ms_diff - 0.013, 0));
}
else
{
VectorMA(newmis->org, ms_diff, newmis->vel, newmis->org);
}
}
}
}
cl.simwepframe = state->weaponframe;
cl.simwep = state->weapon_index;
pmove.effect_frame = threshold;
}
void CL_PredictMove (qbool physframe) {
int i, oldphysent;
frame_t *from = NULL, *to;
qbool angles_lerp = false;
if (cl.paused && !CL_MultiviewEnabled())
return;
if (cl.intermission) {
cl.crouch = 0;
return;
}
if (cls.nqdemoplayback)
return;
if (!cl.validsequence)
return;
if (cls.netchan.outgoing_sequence - cl.validsequence >= UPDATE_BACKUP - 1)
return;
VectorCopy (cl.viewangles, cl.simangles);
// this is the last valid frame received from the server
to = &cl.frames[cl.validsequence & UPDATE_MASK];
#ifdef JSS_CAM
if (clpred_newpos && cls.demoplayback && cl.spectator)
VectorCopy (cl.simorg, to->playerstate[cl.playernum].origin);
clpred_newpos = false;
#endif
// FIXME...
if (cls.demoplayback && cl.spectator && cl.viewplayernum != cl.playernum) {
VectorCopy (to->playerstate[cl.viewplayernum].velocity, cl.simvel);
#ifdef JSS_CAM
if (!(cam_thirdperson.value && cam_lockpos.value) && !clpred_newpos)
VectorCopy (to->playerstate[cl.viewplayernum].origin, cl.simorg);
if (!cam_thirdperson.value)
VectorCopy (to->playerstate[cl.viewplayernum].viewangles, cl.simangles);
#endif
CL_CategorizePosition ();
}
else if (to->playerstate[cl.playernum].pm_type == PM_LOCK)
{
angles_lerp = true;
VectorCopy (to->playerstate[cl.playernum].velocity, cl.simvel);
VectorCopy (to->playerstate[cl.playernum].origin, cl.simorg);
VectorCopy (to->playerstate[cl.playernum].command.angles, cl.simangles);
cl.onground = false;
}
else if ((cl_nopred.value && !cls.mvdplayback) || cl.validsequence + 1 >= cls.netchan.outgoing_sequence) {
VectorCopy (to->playerstate[cl.playernum].velocity, cl.simvel);
VectorCopy (to->playerstate[cl.playernum].origin, cl.simorg);
CL_CategorizePosition ();
}
else if (physframe || !cl_independentPhysics.value)
{
oldphysent = pmove.numphysent;
CL_SetSolidPlayers (cl.playernum);
pmove_playeffects = false;
pmove_nopred_weapon = (cl_nopred_weapon.integer || pmove.client_predflags == PRDFL_FORCEOFF || cl.spectator);
///*
// cleanup all pred events
while (p_event_sound != NULL)
{
prediction_event_sound_t *s_event = p_event_sound;
p_event_sound = NULL;// s_event->next;
free(s_event);
}
while (p_event_fakeproj != NULL)
{
prediction_event_fakeproj_t *p_event = p_event_fakeproj;
p_event_fakeproj = NULL;// p_event->next;
free(p_event);
}
//*/
// run frames
for (i = 1; i < UPDATE_BACKUP - 1 && cl.validsequence + i < cls.netchan.outgoing_sequence; i++) {
pmove.frame_current = (cl.validsequence + i);
if (cl.validsequence + i >= cls.netchan.outgoing_sequence - 1)
pmove_playeffects = true;
from = to;
to = &cl.frames[(cl.validsequence + i) & UPDATE_MASK];
CL_PredictUsercmd (&from->playerstate[cl.playernum], &to->playerstate[cl.playernum], &to->cmd, true);
if ((cl.validsequence + i) == cl.simerr_frame)
{
// if our origin is significantly wrong, add it to our nudge vector
vec3_t diff;
VectorSubtract(cl.simerr_org, to->playerstate[cl.playernum].origin, diff);
if (VectorLength(diff) > 4 && VectorLength(diff) < 64)
{
float mult;
mult = 1 - min(0.013 / cls.latency, 1);
VectorScale(diff, mult, diff);
VectorAdd(diff, cl.simerr_nudge, cl.simerr_nudge);
}
// we missed some weapon state change, replay all the sounds since then
if (cl.simerr_wep != pmove.weapon || cl.simerr_wepframe != pmove.weaponframe)
pmove.effect_frame = cl.validsequence;
}
}
CL_PlayEvents();
pmove.numphysent = oldphysent;
// save results
VectorCopy (to->playerstate[cl.playernum].velocity, cl.simvel);
VectorCopy (to->playerstate[cl.playernum].origin, cl.simorg);
//
// error smoothing
if (cl_predict_smoothview.value >= 0.1 && !cl.spectator)
{
// update and smooth our position
cl.simerr_frame = cl.validsequence + i - 1;
VectorCopy(to->playerstate[cl.playernum].origin, cl.simerr_org);
float nudge = VectorLength(cl.simerr_nudge);
vec3_t nudge_norm; VectorCopy(cl.simerr_nudge, nudge_norm);
VectorNormalize(nudge_norm);
float check_deltatime = cl.time - cl.simerr_lastcheck;
cl.simerr_lastcheck = cl.time;
float nudge_mult = bound(0.1, 2 - cl_predict_smoothview.value, 2);
nudge = min(nudge, 64);
if (nudge < 220 * nudge_mult * check_deltatime)
nudge = 0;
else if (nudge < 8)
nudge -= 200 * nudge_mult * check_deltatime;
else if (nudge < 16)
nudge -= 500 * nudge_mult * check_deltatime;
else if (nudge < 32)
nudge -= 800 * nudge_mult * check_deltatime;
else
nudge -= 1400 * nudge_mult * check_deltatime;
nudge = max(0, nudge); // in case we overshot due to low framerate or something
VectorScale(nudge_norm, nudge, cl.simerr_nudge);
vec3_t goal;
VectorAdd(cl.simorg, cl.simerr_nudge, goal);
trace_t checktrace = PM_PlayerTrace(cl.simorg, goal);
VectorSubtract(checktrace.endpos, cl.simorg, cl.simerr_nudge);
VectorCopy(checktrace.endpos, cl.simorg);
// update our expected weapon state as well
cl.simerr_wep = pmove.weapon;
cl.simerr_wepframe = pmove.weaponframe;
}
//
//
cl.onground = pmove.onground;
cl.waterlevel = pmove.waterlevel;
check_standing_on_entity();
}
if (!cls.mvdplayback && cl_independentPhysics.value != 0) {
CL_LerpMove (angles_lerp || cls.demoplayback);
}
CL_CalcCrouch ();
#ifdef JSS_CAM
if (cam_thirdperson.value && cam_lockpos.value && cl.viewplayernum != cl.playernum) {
vec3_t v;
player_state_t *pstate;
int i;
i = cl.viewplayernum;
pstate = &cl.frames[cl.parsecount & UPDATE_MASK].playerstate[i];
VectorSubtract (pstate->origin, cl.simorg, v);
vectoangles (v, cl.simangles);
cl.simangles[PITCH] = -cl.simangles[PITCH];
}
else if (cam_thirdperson.value && cl.viewplayernum != cl.playernum) {
int i;
player_state_t *pstate;
vec3_t fw, rt, up;
i = cl.viewplayernum;
pstate = &cl.frames[cl.parsecount & UPDATE_MASK].playerstate[i];
AngleVectors (cl.simangles, fw, rt, up);
VectorMA (pstate->origin, -cam_dist.value, fw, cl.simorg);
}
#endif // JSS_CAM
}
void CL_InitPrediction(void)
{
Cvar_SetCurrentGroup(CVAR_GROUP_NETWORK);
Cvar_Register(&cl_nopred);
Cvar_Register(&cl_nopred_weapon);
Cvar_Register(&cl_predict_weaponsound);
Cvar_Register(&cl_predict_smoothview);
Cvar_Register(&cl_predict_beam);
Cvar_Register(&cl_predict_projectiles);
Cvar_Register(&cl_predict_jump);
Cvar_Register(&cl_predict_buffer);
Cvar_ResetCurrentGroup();
CL_InitWepSounds();
#ifdef JSS_CAM
Cvar_SetCurrentGroup(CVAR_GROUP_SPECTATOR);
Cvar_Register(&cam_thirdperson);
Cvar_Register(&cam_dist);
Cvar_Register(&cam_lockdir);
Cvar_Register(&cam_lockpos);
Cvar_ResetCurrentGroup();
#endif
}